* Genre: Action/Survival Horror
* Exit date: January 27 (US), January 28 (EU) 2011
* Developer: EA Redwood Shores (Visceral Games)
* Publisher: Electronic Arts
* Platforms: PC, PS3, Xbox 360
* Official site: Deadspace.EA.Com/

That’s my turn to pour many letters on the subject of the recently released popcorn-blockbuster Dead Space 2 from Visceral Games, that in 2008 they conceived, carried out and gave birth to a very interesting and in some way an original project about how an engineer uncle Isaac Clark I went to save my beloved, at the same time to repair, God, some kind of boat there is a cosmic boat and completely in between tea and coffee to destroy the cause of all troubles-a certain obelisk.

In the sequel, Comrade Clark will not repair the ships, he will not save the very loved ones, and to destroy the cause of all troubles, of course, will be.
In general, our comrade Clark stepped to the side of total destructiveness. He spoke calmly, put on a suit, not engineering, picked up a medical cutter and went to sow chaos among necromorphs, and at the same time the entire Titan station, which is somewhere near Jupiter. The constructiveness will also be present, of course,-after all, we have an engineer, and there is clearly no will have to sit on the station captured and broken by necromorphs, but the fact remains: if the first part could be proudly called TPS/Survival Horror, then in the continuation of the first it became much, much more (and, surprisingly, it became better), and the second almost went to nerd to ner.
So meet: Dead Space 2, he is a simulator of tactical cutting of monsters with improvised means, he is a Hollywood blockbuster, he is the first contender for the powerful title of “Games of the Year” in this calendar year.

The theater begins with a hanger, https://betswaggercasino.co.uk and the game from the plot. Although, of course, the game begins with all sorts of sad screensavers of the developers, telling that the game was created and promoted not by Vasily Evstrundyev, but in our case the game begins with the plot. And the plot is simple and composed at the same time.
Drushing in an unconscious state after a monstrous “territy” of the hallucinations of Isaac, someone selects a certain Teidman (Help: the main, by the way, uncle-man at the Titan station) and for the sake of self-interest conducts experiments over the poor thing in order to create an obelisk, a steep obelisk, a lot of obelisks, a lot of steep obelisks. For this, Teidman needs Isaac, and, desirable, in the state in which he constantly sees strange and terrible things. Clark is constantly in an ammeline state, in which he is only capable of communicating with Nicole, with something of a suddenly changed girlfriend, and sitting, lowering his shoulders, and answer questions about their past and what is needed in order to make everyone one.
All this sad situation lasts about three years, until one day (by the will of fate, not otherwise), old, acquaintances, GM, veterans of the Necromorphs series come to the Station of Titan. Comrade Teidman did not like this: they did not feed the guests with bread and salt, which they were upset and decided to snack humanity. Humanities at the station in excess, and, alas, uva, and. Clark is also human, and therefore it is necessary to somehow do so that you can see a beautiful space longer and be able to walk on your feet longer, and not hang out in the stomach of some freak.
To this end, a very pretty girl is assigned to us Diana, which introduces us to the course of the last affairs. Like, everything is bad, Clark, it turns out, is generally standing one foot on the threshold of a psychiatric hospital, and only one person can fix the whole thing – do not be surprised, but this is Diana herself.
Isaac Clark, although not a child, is conducted for sweet promises, enough cutting, puts on heavy shoes and, accompanied by his deceased passion, which in every possible way presses on a certain substance in his head, goes to sow good and order into space.

The wardrobe closes, the audience goes to the performance, and we move at the conversation about the most important aspect of each game – gameplay.
This beast from the time of the first part has changed about 2 percent to 2.5, or even a little less even. The concept, the main milestone of our steps remains the same: there is a hero, there is an enemy, there is a non -trivial weapon, there is a level, there is a bunch of procurations, a bunch of drawers and all that can be found, sold, buy or integrated into a weapon or suit, listen to audio, watch videos, read notes. In other words: nothing has changed.
But should not be disappointed. Visceral Games – guys, as it turned out, with the substance that the dead Nicole loves so much. Visceral Games, on whose account there were still projects of the middle hand, did a great thing (especially for fans of the first part) the thing: they, sorry for the jargon, “finished” the gameplay to such a state that even those people who passed Dead Space 1 one thousand thirty -seven times will be delighted with the smoothness of the gameplay in the second part.
This is not easy to explain, but you should try. The game added at a pace. At the pace of everything. In the first and probably the main line, this applies to the near -fighting system, which, on the left breasts, was perhaps the weakest and most useless part of the original game. The cartridges ended-the hand-to-hand combat did not help Eisek cope even with the most frail necromorph, because the comrade engineer waved for a long time, beat, as the practice showed, and in conjunction a bored monster, laughing softly into any limb, killed the poor Clark in a particularly sophisticated way. It was a little greater from attacking the legs, if before that we bring the necromorph to the layer of lying down and force me not to move, but still, it is still not a fountain, which is called.
In the sequel, the state of affairs has changed dramatically. Isaac (for unknown reasons, but are the reasons important?) began to wave his fists fiercely, more aggressive, which very unpleasant later affects those who wanted to crank the bloody fatalities of creatures. My own practice shows that almost any mortal creature can be brought to the state of gruel with only fists without any problems. Seriously: in the absence of cartridges (which, in principle, in this game is impossible) hand -to -hand combat is a worthy threat to enemies. Comrades adversaries, you should not relax.
The stomping with his foot also added at a pace, so now even without stasis to kill a perfect future corpse will not be difficult.

The whole shooter still holds on the golden rule in 2008: shooting on the case-the destiny of fools, shooting on the limbs-the destiny of smart ones, but this still does not save them. There are still five points of dismemberment: two legs, two arms, head (applies to those who have similar parts of the body; and there are a majority in the game).
And again: the pace of the shooter itself increased, and this is already felt in the first meeting with these … already there are not enough synonyms for them. The shooter became vigorous – Unlike the first part, where it was really possible to say that shooting on dangerous creatures was methodical, drove into a state of creative meditation and in every possible way evoked smart thoughts about how to deal with the object more beautifully. Here, instead of the methodical, intelligent shooting of extra arms/legs/heads, only rage, agony and desire to have more and more. I would like to cut everything in my path, and the next meeting with nasty creatures only adds gasoline to the fire.
There is no more fear of the enemy: Isaac knows how to fight intently, Isaac is quick, Isaac promptly reacts to manifestations of threats due to increased responsibility of management (which is probably the main reason for the increase in the pace). There is only a courage – and this is good and, do not believe it, new. New in the series. Step back from fear, two steps forward to dynamic meat act.
All the muzzles will be amused for 7-8 hours: fat men with nasty small creatures in the belly, dividers with long hands and fast legs, sliders with shooting processes on their backs, terribly funny demolitions with a yellow bag … I don’t know what, infectors who have gone from the time of the original, which give the corpses of people who have appeared before God a new life, and further according to the list.
But it would be, it would be wrong if the list had not replenished with new copies that would diversify the life of the fan of the series. And you are right! – Such creatures appeared. For example, beloved by many (and, according to some of the many terrible) children-in appearance ordinary, kgm, children of 7-9 years old, except that we are not so sweet that we are used to imagining them. As a real threat, one thing of children is not serious, since one shot from any weapon or a well-aimed throw by something that is heavier than a piece of paper sends the kids to places very distant from the real location of Clark, but they usually go in pairs, almost by the handles, so there is a very real opportunity that, carried away by games with one child, you will miss the second and that, without thinking for a long time, not thinking for a long time, without thinking for a long time, not thinking for a long time, not thinking for a long time will cling to the back and begin to ride on the neck. And when, along with a wave of 6 children, “parents” also go, that is, someone else, then the substance raped by Nicole can succumb to panic, and there, even before loading the last control point nearby.
From the category of "small and nasty" one can note another kids. This time, small-small, literally babies, who, however, despite the young age, are not shy about running up on their small paws (any person who does not play the game, probably stretches behind the phone) and blow himself up, and at the same time our dear protagonist. They are also destroyed by one shot, but, firstly, it is a pity for such pampering of cartridges, and, secondly, they also do not go one at a time ..
About all sorts of spittingmen who are able to plant a product of their active digestive activity through a long corridor in the forehead, thereby making Clark almost motionless, I won’t even say – I want to quickly go into the game, find this vile man … this vile creature and boot, a bootk, like a boot!

The original, even by today’s standards, looks very, very worthy in terms of graphics, so God himself ordered the tradition of comrades from VG. And, of course, they coped. Having adjusted the engine to a completely working condition, accelerating the pace of the game thereby, the developers pulled out the details of the objects, added additional lighting points to the levels (and just once again worked with the lighting) and generally did everything that is necessary in order to say that the graphics in Dead Space 2 do not cause a single complaint. Although with the monstrous, terribly monstrous hair of female characters (since long hair in this series of games only in women) has remained the problem, but here it is clear that the developers tried to stretch out the maximum from the available. Apparently, the engine and the ability to work with the hair, the latter, has not yet been mastered, is still not much mastered, since it is disastrous in implementation.
This time, animation can be attributed to the graphs in the pluses. Let it be good in the original, but in the second part, a large flag on the top of perfection of their work, responsible for this disgrace. The game has a large number of epic (another word for this will be considered an insult to the talent of the creators) KAT scenes, in which a competent setting is dusting in the face, subtle work with the expectation of something like that with the viewer, and, of course, animation. Smooth, diverse, sometimes ridiculous, sometimes bewitching – it does not leave indifferent, since it is quite simple to ruin a spectacular scene with one wrong movement. In Dead Space 2 “Everyday” animation remained at a high level of the original, and animation (and production, production!) In the KAT scenes, he just drives crazy even warned, sorry, minds.
Not to note the interface cannot. Although he did not change from the first part, but he still pleases with how much he exists in a gorgeous state. During the play on the screen, nothing is displayed from the interface elements with exactly – not a strip of health in the upper left corner, nor a counter of cartridges in the lower right, nor the target of the target right above the head. All this is built into Isaac’s costume, which is able to project anything on the screen right in front of Clark’s nose – whether it be a backpack or a magazine. The amount of remaining health is shown right on the back of the engineer, the number of cartridges – when aiming. Everything is still stylish, interesting and beautiful. Applause for the idea, applause, that the idea is embodied for the second time in a row in worthy ways.

In DS1, sound accompaniment played a huge role. Rustles in ventilation pipes, terrible cries of necromorphs, even the sounds of picking up cartridges, loans and other things – all this one way or another, if not fear, then tension certainly. And I am already tired of this phrase, but this time Visceral Games did not decorate the dirt face. The main acquisition in terms of sound in the second part was the voice of Isaac Clark-it, in the first time, appeared, secondly, it is ideal to the character, thirdly, Ganner Wright, The engineer voicing, entered the image perfectly accurately that, coupled with a suitable voice and, as a result of a clear “entrance” role, the correct, not played intonations creates an explosive effect of perception of the character by the player. I do not want to throw stupid phrases, but Isaac Clark version of 2011 is, in my opinion, one of the most human virtual characters. The plan is just in the same voice acting.
Other actors working on Diana’s voices, Nolan Strauss ("Colleagues" according to Isaac’s madness), Ellie (not Smith), the same Teidman, supported Ganner Wright in his endeavors and also gave many reasons for the ears of any player to experience an orgasm. And even repeatedly even. As before, for the sound in any manifestations of the game, a cookie is awarded a thousand points out of a thousand.

Alas or cheers, the game has completely embarked on the path of modern projects, which consider it necessary to push the desired or not very multiplayer into themselves. The second coming of Isaac also could not do without it, and it is worth saying how the multiplayer concentrate was a success. He is fast, dynamic, cruel and even partially open to tactics. After the races in a single campaign, start the multiplayer for half an hour – it is the most. Moreover, each round is not so much time-one and a half hour races in some Left 4 Dead can be forgotten once and for all, because everything is strictly over time.
In the multi-user mode, everything comes down to one simple rule that is unlikely to surprise anyone who was born not yesterday: there is a command number 1 (conditionally: people), but there is a command number 2 (conditionally: necromomorphs). Team number 1 makes some kind of good deeds for the good of itself, and command number 2 inserts its long, fragile paws into the coordinated wheel of technically armed opponents. The tasks of the team 1 are simple and gameplayno monotonous, but God have mercy on me: somehow you don’t want to scold the overall level of multiplayer fun when you, standing with the last forces at a key point, beat off crowds (in the amount of four monsters, however, but two people are already a crowd?) Necromorphs, and your partner at this time on your back holds the button E, which allows you to complete a specific task. And the timer ticks that, they say, time at the end, and if the necromorphs will prevail over you, then the team of people will lose … The outcome is always different, the situations too.
Naturally, in order to be an incentive to play, a pumping system has been introduced. Experience is accrued for every useful action, whether it be the murder of the enemy or the treatment of a friend. I got a new level – I received new costs of costumes, new weapons, upgrades for the old, an increase in slaughter force at the necromorph. Nothing, as you can see, is frank, but as additional motivation it will come.
As a result, the multiplayer only complements pleasant feelings after the main story – and this is good.
It is not good that multiplayer clearly does not really like people and how these ugly creatures use them. He does not want to periodically connect people to himself, likes to throw it out of the game during a hot battle, which is not very happy when a decent amount of experience has already accumulated on your account, and the disconnect took and leveled all the achievements. There is something to fix to the developers, oh, how is it what.

The game is not complicated in the passage. Moreover, the game is very attentive to beginners: say, each monster (whether it is old or new) has its own script scenes showing that, how and in what order we must cut off the enemy so that it does not harm too much. The game explains in detail what to press in order to perform this or that action. Passing on the penultimate one (at the time of the start of the new game for the first time-on the last) The game easily runs out in 7-8 hours (even if you don’t rush anywhere), which is good without a doubt, since there is no place for protractedness and other troubles-everything is beautiful from what it would be shown, it was shown in such a short time, and there is no more need for more. The last difficulty in the game can already challenge, since only three possibilities are given for all the passage (and this is 15 chapters), and the death of the hero means a return to the last point of preservation (not a control point, but the point is precisely what preservation). And if the first chapters do not even cause thoughts that it is difficult, then in the end to stay alive, knowing that your last preservation is somewhere at five levels from behind, psychologically very difficult. And I wonder what to hide. But the amateur does not care, since the game turns into a universal horror that kills nerve cells faster than you have time to see the next necromorph.

If you abstract from the impressions that the game makes, from the sad thoughts that throws the plot, it will still turn out that Dead Space 2 is “excellent”, which is called. Nice externally, interesting inside, and even with a multiplayer in appendage – is it not a reason to turn on the enthusiasm, disable Nicole Brennan Brand, raped by Nicole Branan and scream that life is beautiful and amazing when there is Dead Space 2 nearby?